Tidal Blades
Champions are regular challenge contestants who win enough to make a living out of it.
Typically, champions specialize in either racing or battles, but nothing in the rules prevents them from doing both. Most are revered and known throughout the city, and are considered heroes of a sort.
Motive: Self-fulfillment, success, fame
Environment: Anywhere that contests are being held or that training takes place; on their off hours, at the Meditation Spring in the Citadel of Time or enjoying the city
Health: 20
Damage Inflicted: Moderate wound (7 points)
Armor: 1
Movement: Short
Modifications: Attacks or racing as level 7 (or attacks and racing as level 6); operate michronic devices (including watercrafts) as level 6
Combat: In addition to wielding the weapon of their choice (typically a battlestaff, hook, or sword), many champions have a shell device or artifact, such as a shell shield, to augment their training and natural abilities.
Because they are trained to be winners and fighters but not killers, most champions choose to daze, stun, or otherwise incapacitate characters rather than inflict a killing blow. However, if it becomes clear that the fight is turning lethal, they will change their tactics.
Interaction: Much of the time, champions are preoccupied with fighting or training. However, in their downtime, most are generous, kind, and welcoming to their adoring fans (and even their not-so-adoring ones).
Use: The PCs want to hire a champion to train them in fighting or racing skills. The champion suspects that someone is trying to sabotage them and hires the PCs to track down the perpetrator.
Loot: Their weapon and their shell device or artifact, although it is considered in poor taste to deprive a champion, whether dead or alive, of their weapon. They may also have 1d6 shells and bespoke armor.
GM Intrusion: A group of adoring fans shows up to surround (and possibly protect) the champion just as the characters attempt to interact with them.